ANIMALHANDLING (CHARISMA) This skill governs the training, care, riding (if they’re big enough), and control of non-sentient animals. Competent trainers have the ability to handle multiple animals. It is even possible to approach an untrained animal and get it to trust you, or at least not eat you.
Default: Yes
Skill Group: None
Specializations: By animal (Cat, Bird, Hell Hound, Horse, Dolphin, etc.), Herding, Riding, Training

ARCANA (LOGIC) Arcana governs the creation of magical formulae used to create spells, foci, and all other manner of magical manipulations. Arcana is required to understand formulae that may be purchased over the counter or discovered by other means.
Default: No
Skill Group: None
Specializations: Spell Design, Focus Design, Spirit Formula

ARCHERY Archery is used to fire string-loaded projectile weapons. An archer is familiar with many different styles of bow and the multitude of arrows that can be used to maximum effect. Default: Yes
Skill Group: No
Specializations: Bow, Crossbow, Non-Standard Ammunition, Slingshot

ARTIFICING (MAGIC) Artificing is the process of crafting magical foci. The skill may also be used forensically, in order to assense qualities about an existing focus’ creation and purpose. See Artificing p. 306.
Default: No
Skill Group: Enchanting
Specializations: Focus Analysis, Crafting (by focus type)

ARTISAN (INTUITION) This skill includes several different forms of artistic impression as well as the handcrafting of fine objects that would otherwise be produced on an assembly line. The world’s top artists and crafters are considered artisans.
Default: No
Skill Group: None
Specializations: By discipline (Cooking, Sculpting, Drawing, Carpentry, etc.)

ASTRALCOMBAT (WILLPOWER) Fighting in Astral Space requires the Astral Combat skill. Combat in the Astral World relies on a very different set of abilities and attributes than physical combatants. See Astral Combat, p. 315.
Default: No
Skill Group: None
Specializations: By specific weapon focus type, by opponents (Magicians, Spirits, Mana Barriers, etc.)

BANISHING (MAGIC) Banishing is used to disrupt the link between spirits and the physical world. Banished spirits are forced to return to their native plane and are no longer required to complete unfulfilled services.
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Air, Spirits of Man, etc.)

BINDING (MAGIC) Binding is used to compel a summoned spirit to perform a number of additional services. See Binding, p. 300.
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Fire, Spirits of Earth, etc.)

BIOTECHNOLOGY (LOGIC) Biotechnology is a wide-ranging skill primarily used by doctors and scientists to grow organic body parts. This skill is the basis for cloning as well as all forms of bioware. Provided the right equipment is available, biotechnology can be used to repair damaged bioware, clone new tissue, or detect any bioware in a subject’s body. This skill does not allow characters to install or remove bioware.
Default: No
Skill Group: None
Specializations: Bioinformatics, Bioware, Cloning, Gene Therapy, Vat Maintenance

BLADES Slice and dice! The Blades skill includes the use of all handheld slashing and stabbing weapons. You can use a range of edged weapons including daggers, swords, and axes.
Default: Yes
Skill Group: Close Combat
Specializations: Axes, Knives, Swords, Parrying

CHEMISTRY (LOGIC) Chemistry permits the character to create chemical reactions and develop chemical compounds ranging from drugs, to perfumes, to biopolymers like NuSkin. Chemistry can also be used to analyze chemical compounds to determine what they are. Default: No
Skill Group: None
Specializations: Analytical, Biochemistry, Inorganic, Organic, Physical

CLUBS Clubs governs the use of all hand-held bludgeoning instruments. With this skill you can turn any blunt item, be it a baseball bat, crutch, or mace, into a weapon.
Default: Yes
Skill Group: Close Combat
Specializations: Batons, Hammers, Saps, Staves, Parrying

COMPILING (RESONANCE) Compiling involves the ability to translate the complex 0s and 1s of machine source language and the rhythms of the resonance into sprites. See Sprites, p. 254.
Default: No
Skill Group: Tasking
Specializations: By sprite type (Data Sprites, Machine Sprites, etc.)

COMPUTER (LOGIC) Computer is the base skill for interacting with the Matrix. It represents the ability to use computers and other Matrix-connected devices. The Computer skill focuses on understanding multiple operating systems. It does not allow the character to exploit code (Hacking) or strip down mainframes (Hardware). See Using Computer, p. 226. Default: Yes
Skill Group: Electronics
Specializations: By action (Edit File, Matrix Perception, Matrix Search, etc.)

CON (CHARISMA) Con governs the ability to manipulate or fool an NPC during a social encounter. This skill covers a range of confidence games as well as the principles behind those cons.
Default: Yes
Skill Group: Acting
Specializations: Fast Talking, Seduction

CYBERCOMBAT (LOGIC) Cybercombat is the skill used by hackers to engage in combat on the Matrix. See Using Cybercombat, p. 226
Default: Yes
Skill Group: Cracking
Specializations: By target type (Devices, Grids, IC, Personas, Sprites, etc.)

CYBERTECHNOLOGY (LOGIC) Cybertechnology is the ability to create, maintain, and repair cybernetic parts. A character with the proper tools and parts may repair or even build new cybernetics. Cybertechnology is not a surgical skill. Characters cannot attach or re-attach cybernetics to organic material with this skill. This skill may be used to modify or upgrade cybernetics within cyberlimbs. See Building and Repairing, p. 145.
Default: No
Skill Group: Biotech
Specializations: Bodyware, Cyberlimbs, Headware, Repair

ELECTRONICWARFARE (LOGIC) Electronic Warfare is the basis of military signals intelligence. It governs the encoding, disruption, spoofing, and decoding of communication systems. Providing the user has the proper equipment, the skill can be used to manipulate or even take over the signal of any item’s communication system. See Using Electronic Warfare, p. 226.
Default: No
Skill Group: Cracking
Specializations: Communications, Encryption, Jamming, Sensor Operation

ETIQUETTE (CHARISMA) Etiquette represents the level of understanding and awareness of proper social rituals. The skill works as a sort of social version of Sneak, allowing you to move unimpeded through various social situations. Etiquette also serves as a social safety net in case a player botches a social situation in a way a skilled character would not. See Using Etiquette, p. 141.
Default: Yes
Skill Group: Influence
Specializations: By culture or subculture (Corporate, High Society, Media, Mercenary, Street, Yakuza, etc.)

EXOTICRANGEDWEAPON (SPECIFIC) Sometimes a regular gun or blade won’t do the job and you need something fancier. Or weirder. This skill must be taken once for each unusual ranged weapon you want to use. Some examples include blowguns, gyrojet pistols, flamethrowers, and lasers.
Default: No
Skill Group: None
Specializations: None

FIRSTAID (LOGIC) First Aid is the ability to provide emergency medical assistance similar to that of a paramedic. This skill may be used to stabilize wounds and prevent characters from dying. First Aid cannot be used to perform surgery or repair damaged implants. For more information, see Healing, p. 205.
Default: Yes
Skill Group: Biotech
Specializations: By treatment (Gunshot Wounds, Resuscitation, Broken Bones, Burns, etc.)

FREE-FALL (BODY) This skill covers any jump from height, including leaps from a third-floor window to jumps from a plane at high altitude. If it involves any kind of attempt to slow or control your fall, this covers it, so it includes skydiving with a parachute, flying a wingsuit, or descending on a line, bungee cord, or zipline.
Default: Yes
Skill Group: None
Specializations: BASE Jumping, Break-Fall, Bungee, HALO, Low Altitude, Parachute, Static Line, Wingsuit, Zipline

GUNNERY (AGILITY) Gunnery is used when firing any vehicle-mounted weapon, regardless of how or where the weapon is mounted. This skill extends to manual and sensor-enhanced gunnery.
Default: Yes
Skill Group: None
Specializations: Artillery, Ballistic, Energy, Guided Missile, Rocket

HACKING (LOGIC) Hacking is used to discover and exploit security flaws in computers and other electronics. For more on how Hacking is used, see Using Hacking, p. 226.
Default: Yes
Skill Group: Cracking
Specializations: Devices, Files, Hosts, Personas

HARDWARE (LOGIC) Hardware reflects a characters ability to build and repair electronic devices. A workspace, proper materials, and sufficient build time are required to enact a repair or to build a new device. See Building & Repairing, at right.
Default: No
Skill Group: Electronics
Specializations: By hardware type (Commlinks, Cyberdecks, Smartguns, etc.)

HEAVYWEAPONS The term heavy weapon is designated for all projectile weaponry larger than an assault rifle, such as grenade launchers, machine guns, and assault cannons. This skill is exclusive to handheld and non-vehicle-mounted weaponry—if you’ve got a gun mounted on or in a vehicle, use Gunnery.
Default: Yes
Skill Group: None
Specializations: Assault Cannons, Grenade Launchers, Guided Missiles, Machine Guns, Rocket Launchers

IMPERSONATION (CHARISMA) Impersonation is the ability to assume the identity of another person, including voice and physical mannerisms. The skill is limited by the physical abilities of the character. A dwarf might be able to impersonate a troll over a commlink, but the illusion shatters when he is face to face with his target.
Default: Yes
Skill Group: Acting
Specializations: By metahuman type (Dwarf, Elf, Human, Ork, Troll)

INDUSTRIALMECHANIC (LOGIC) An industrial mechanic is tasked with repairing or modifying large-scale machines, such as assembly line equipment, power generators, HVAC units, industrial robots, etc. See Building and Repairing, at right.
Default: No
Skill Group: Engineering
Specializations: Electrical Power Systems, Hydraulics, HVAC, Industrial Robotics, Structural, Welding

INSTRUCTION (CHARISMA) Instruction governs the ability to teach people. The skill level helps determine how comfortable the instructor is delivering new material as well as how complex of a skill may be taught. See Using Instruction, p. 141.
Default: Yes
Skill Group: None
Specializations: By Active or Knowledge skill category (Combat, Language, Magical, Academic Knowledge, Street Knowledge, etc.)

INTIMIDATION (CHARISMA) Intimidation is about creating the impression that you are more menacing than another person in order to get them to do what you want. The skill may be applied multiple ways, from negotiation to interrogation. Intimidation is an Opposed Intimidation + Charisma [Social] Test against the target’s Charisma + Willpower, modified by the appropriate entries on the Social Modifiers Table (p. 140).
Default: Yes
Skill Group: None
Specializations: Interrogation, Mental, Physical, Torture

LEADERSHIP (CHARISMA) Leadership is the ability to direct and motivate others. It’s like Con, except rather than using deception you’re using a position of authority. This skill is especially helpful in situations where the will of a teammate is shaken or someone is being asked to do something uncomfortable. The Leadership skill is not meant to replace or make up for poor teamwork. When using Leadership make an opposed test Charisma + Leadership. See Using Social Influence Skills, at right, for test modifiers.
Default: Yes
Skill Group: Influence
Specializations: Command, Direct, Inspire, Rally

LOCKSMITH (AGILITY) This skill covers building, repairing, and opening mechanical and electronic locks. While largely banished to antiquity, traditional mechanical locking mechanisms are still in use around the globe, often as throwbacks or backups. Electronic locks are far more common and quite susceptible to your ministrations. See Doors, Windows, & Locks, p. 363.
Default: No
Skill Group: None
Specializations: By type (Combination, Keypad, Maglock, Tumbler, Voice Recognition, etc.)

LONGARMS The Longarms skill is for firing extended-barrel weapons such as sporting rifles and sniper rifles. This grouping also includes weapons like shotguns that are designed to be braced against the shoulder.
Default: Yes
Skill Group: Firearms
Specializations: Extended-Range Shots, Long-Range Shots, Shotguns, Sniper Rifles

MEDICINE (LOGIC) Medicine is used to perform advanced medical procedures such as surgeries. It includes long-term medical support for disease and illness, and the skill can be used to diagnose a character’s medical condition. This skill is used to implant or remove cybernetics and bioware but cannot be used to repair or maintain implanted devices. For more information, see Healing, p. 205.
Default: No
Skill Group: Biotech
Specializations: Cosmetic Surgery, Extended Care, Implant Surgery, Magical Health, Organ Culture, Trauma Surgery

NAUTICALMECHANIC (LOGIC) Nautical Mechanic is concerned with the maintenance and repair of watercraft. This skill is only effective if the necessary equipment and time are available. See Building & Repairing below.
Default: No
Skill Group: Engineering
Specializations: Motorboat, Sailboat, Ship, Submarine

NEGOTIATION (CHARISMA) Negotiation governs a character’s ability to apply their charisma, tactics, and knowledge of situational psychology in order to create a better position when making deals.
Default: Yes
Skill Group: Influence
Specializations: Bargaining, Contracts, Diplomac

PALMING (AGILITY) Palming is sleight-of-hand skill that gives a character the ability to snag, hide, and pass off small objects.
Default: No
Skill Group: Stealth
Specializations: Legerdemain, Pickpocket, Pilfering

PILOTWALKER Any vehicle that walks on two or more legs is piloted through this skill. Characters may control the walker physically or remotely.
Default: No
Skill Group: None
Specializations: Biped, Multiped, Quadruped, Remote

PILOTEXOTICVEHICLE (SPECIFIC) Characters must take this skill one time for each specific exotic vehicle. Characters may control the vehicle remotely with this skill where possible. Default: No
Skill Group: None
Specializations: N/A

PERCEPTION (INTUITION) Perception refers to the ability to spot anomalies in everyday situations, making it one of the key skills a shadowrunner needs. See Using Perception, p. 135.
Default: Yes
Skill Group: None
Specializations: Hearing, Scent, Searching, Taste, Touch, Visual

PERFORMANCE (CHARISMA) This skill governs the ability to execute a performing art. Performance is to the arts what Artisan is to craft. The performer uses her skill to entertain or even captivate an audience. See Using Performance, p. 141.
Default: Yes
Skill Group: Acting
Specializations: By performance art (Presentation, Acting, Comedy, specific Musical Instrument, etc.)

RUNNING (STRENGTH) Running, as you may guess, is about how much ground you can cover quickly. For more information see Using Running, p. 136.
Default: Yes
Skill Group: Athletics
Specializations: Distance, Sprinting, by terrain (Desert, Urban, Wilderness, etc.)

SNEAKING (AGILITY) Need to get where you’re not supposed to be? This skill allows you to remain inconspicuous in various situations. See Using Stealth Skills, p. 136.
Default: Yes
Skill Group: Stealth
Specializations: Location type (Jungle, Urban, Desert, etc.)

SOFTWARE (LOGIC) Software is the skill used to create and manipulate programming in the Matrix. See Using Software, p. 226. It’s also what technomancers use when they create their complex forms (Threading, p. 251).
Default: No
Skill Group: Electronics
Specializations: Data Bombs or by complex form (Editor, Resonance Spike, Tattletale, etc.)

SUMMONING (MAGIC) This skill is used to summon spirits. See Summoning, p. 300).
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Earth, Spirits of Man, etc.)

SURVIVAL (WILLPOWER) In the desert with nothing more than a tin cup, a poncho, and an iron rod? You’ll need this skill to help you get out alive. Survival is the ability to stay alive in extreme environmental conditions for extended periods of time. The skill governs a character’s ability to perform vital outdoor tasks such as start a fire, build a shelter, scrounge for food, etc. in hostile environments. See Using Survival, p. 136.
Default: Yes
Skill Group: Outdoors
Specializations: Desert, Forest, Jungle, Mountain, Polar, Urban, or other terrain

SWIMMING (STRENGTH) This skill determines the character’s ability to swim in various bodies of water. The skill level affects the distance and speed at which a character can swim. See Using Swimming, p. 137
Default: Yes
Skill Group: Athletics
Specializations: Dash, Long Distance

THROWINGWEAPONS Throwing Weapons is a broad-based attack skill that can be used for any handheld item that is thrown by the user as a weapon.
Default: Yes
Skill Group: None
Specializations: Aerodynamic, Blades, NonAerodynamic

TRACKING (INTUITION) This skill confers the ability to detect the passage of metahumans and other game through terrain and use those clues to follow that individual. This skill also allows you to identify unmarked trails and common game paths is various environments. See Using Tracking, p. 137.
Default: Yes
Skill Group: Outdoors
Specializations: Desert, Forest, Jungle, Mountain, Polar, Urban, another terrain type

UNARMEDCOMBAT Unarmed Combat covers the various self-defense and attack moves that employ the body as a primary weapon. This includes a wide array of martial arts along with the use of cybernetic implant weaponry and the fighting styles that sprung up around those implants.
Default: Yes
Skill Group: Close Combat
Specializations: Blocking, Cyber Implants, Subduing Combat, or by specific Martial Art